mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-29 17:19:44 -06:00
Improve the shader UID debugging stuff and merge it to VideoCommon, effectively enabling it in D3D9 and D3D11 as well.
This commit is contained in:
@ -461,6 +461,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
||||
{
|
||||
PSCache::const_iterator iter = PixelShaders.find(uid);
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
|
||||
ValidatePixelShaderIDs(API_D3D11, PixelShaders[uid].safe_uid, PixelShaders[uid].code, dstAlphaMode, components);
|
||||
return (iter != PixelShaders.end() && iter->second.shader);
|
||||
}
|
||||
|
||||
@ -476,6 +477,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
||||
last_entry = &entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
|
||||
ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
|
||||
return (entry.shader != NULL);
|
||||
}
|
||||
|
||||
@ -494,10 +496,17 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
||||
g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
|
||||
g_ps_disk_cache.Sync();
|
||||
|
||||
bool result = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
|
||||
bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
|
||||
pbytecode->Release();
|
||||
|
||||
if (success)
|
||||
{
|
||||
PixelShaders[uid].code = code;
|
||||
GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode);
|
||||
}
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
|
||||
return result;
|
||||
return success;
|
||||
}
|
||||
|
||||
bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen)
|
||||
|
@ -55,6 +55,9 @@ private:
|
||||
ID3D11PixelShader* shader;
|
||||
int frameCount;
|
||||
|
||||
PIXELSHADERUIDSAFE safe_uid;
|
||||
std::string code;
|
||||
|
||||
PSCacheEntry() : shader(NULL), frameCount(0) {}
|
||||
void Destroy() { SAFE_RELEASE(shader); }
|
||||
};
|
||||
|
@ -205,6 +205,7 @@ bool VertexShaderCache::SetShader(u32 components)
|
||||
if (uid == last_vertex_shader_uid && vshaders[uid].frameCount == frameCount)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
ValidateVertexShaderIDs(API_D3D11, vshaders[uid].safe_uid, vshaders[uid].code, components);
|
||||
return (vshaders[uid].shader != NULL);
|
||||
}
|
||||
|
||||
@ -218,6 +219,7 @@ bool VertexShaderCache::SetShader(u32 components)
|
||||
last_entry = &entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
ValidateVertexShaderIDs(API_D3D11, entry.safe_uid, entry.code, components);
|
||||
return (entry.shader != NULL);
|
||||
}
|
||||
|
||||
@ -235,10 +237,17 @@ bool VertexShaderCache::SetShader(u32 components)
|
||||
g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
|
||||
g_vs_disk_cache.Sync();
|
||||
|
||||
bool result = InsertByteCode(uid, pbytecode);
|
||||
bool success = InsertByteCode(uid, pbytecode);
|
||||
pbytecode->Release();
|
||||
|
||||
if (success)
|
||||
{
|
||||
vshaders[uid].code = code;
|
||||
GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
|
||||
}
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return result;
|
||||
return success;
|
||||
}
|
||||
|
||||
bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob)
|
||||
|
@ -53,6 +53,9 @@ private:
|
||||
D3DBlob* bytecode; // needed to initialize the input layout
|
||||
int frameCount;
|
||||
|
||||
VERTEXSHADERUIDSAFE safe_uid;
|
||||
std::string code;
|
||||
|
||||
VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
|
||||
void SetByteCode(D3DBlob* blob)
|
||||
{
|
||||
|
Reference in New Issue
Block a user